<![CDATA[Kotaku: bourne conspiracy]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: bourne conspiracy]]> http://kotaku.com/tag/bourneconspiracy http://kotaku.com/tag/bourneconspiracy <![CDATA[Impressions: The Bourne Conspiracy]]>

Note: This is excerpted from a review I attempted to write, but pulled back as I didn't complete the game. Some of you asked if I was willing to share my opinion of the game anyway. Last week, Brian reminded me of the strict conditions we have to do a full review, which are as much to protect the site's credibility as the writer's. But he also said that impressions are still fair game if the game hasn't been completed. I haven't, probably won't and with that caveat, here are some thoughts on The Bourne Conspiracy. It is not a full review and it's a month after the game's release. Take it for what you will.

Off the bat I wanted to like High Moon Studio’s The Bourne Conspiracy because it was a movie adaptation, but released about a year after the most recent film. That meant someone decided to do this game for a reason other than the obligatory game adaptation. And though it lacks Matt Damon’s likeness (gameplay Bourne more resembles Rob Lowe, cutscene Bourne is huskier), by itself that doesn’t deep six a good concept.

The game is touted as becoming Jason Bourne — a man who knows neither his identity or his past, only his present, and his capacity for killing others within that present. That kind of immersion is an ambitious goal, and the game doesn’t quite get there. It never felt like my goal was to piece together Jason Bourne’s past, or even inhabit his persona. In the end it’s an action game with a story that doesn’t get in the way, but no a-ha moment where you transform from just a guy with guns and deadly hands into someone truly special.

Where this game shines is in its hand-to-hand combat. The "takedown" is the game's showpiece, and most everything in your combat is geared to triggering it. You earn one after filling an "adrenaline meter" to a certain point (or more, to take out multiple enemies). Then by slamming a button, you get to watch a very entertaining cutscene in which you take a part your foe, and there's nothing they can do about it. By the time you get into your fights, you have so much hostility welled up that slamming someone’s head into the edge of a toilet is eminently cathartic. The game will improvise flawlessly with the available environment.

Unfortunately, as you wade through bad guy after bad guy, you get to a point where you just want the combat over. It then becomes a process of executing three combos, throwing up a block, and combo-blocking until you finally get the magic button that puts an end to what are typically overly long encounters with minor foes. Rarely was I able to string together more than four combos, and the devastating kicks require plenty of lead time, you'll rarely use them on tougher settings where your assailants are faster.

The takedown conditions you in other ways too; your enemies can perform a takedown, and you'll notice one's coming when a certain sound rings in your ears and the screen slows down. Then you have a simple one-button task to parry or reverse the attack. This same procedure is repeated for certain cutscene cinematics. In other words, you really shouldn't put your controller down and watch at any point, because you never know when you’ll be called to hit the correct button (it always changes) and get your ass out of trouble. I could have stood to see these button cues a little more complicated, to be honest.

But the game has seriously flawed gunplay mechanics. There’s no other word for it. It’s abysmal. If you are a highly-skilled FPS or third-person free-aimer, you might have less of a complaint than I do. But whatever your skill level, this game is least fun when a gun is in your hands. The game encourages you to use your “Bourne Instinct” — a non-bullet time spider sense — to find your targets, but it is not a true lock-on, unless your target is stationary. Also, at higher levels, you drain "adrenaline" using this. Ambushes will require you to run it out completely.

The lack of weapon variety also hurts the game. You can carry a handgun and a long arm, but I never sensed any difference in weapon types beyond rate of fire. There's no incentive to scan your environment for a particularly deadly rifle or a sidearm with pure stopping power. There are also no melee weapons nor grenades, which I suppose is not entirely necessary for this genre, but would be great at breaking up the repetition of the combat.

I played midway through on Agent setting, then again partway on trainee, getting roadblocked each time at Vilnius trying to take out the tank. Controller-throwing fits. Am I a bad gamer? Is this a bad video game? Both are probably unfair characterizations. It's not good enough for a complete review, but I made the decision that suffering through that round for another 20 deaths spread over an hour would not change my impression that The Bourne Conspiracy is a novel concept for a linear shooter that accomplishes one thing well, and is hamstrung by the rest of its controls. Lots of folks have said this is a great rental, not a great purchase. That's a pretty fair grade.

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<![CDATA[Jimmy Kimmel Talks Bourne Conspiracy Game]]> Jimmy Kimmel's odd and escalating feud with Matt Damon over whether the actor should be playing Jason Bourne was amped up a notch Friday night when Kimmel's security guard got to replace Damon in the video game. Now that, ladies and gentlemen, is some product placement.

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<![CDATA['Designing Filmic Games': Designing the Bourne Game]]> filmicdesign.jpg Gamasutra has a great interview up with Paul O'Connor of High Moon Studios, talking about the challenges and pitfalls of designing games based on movie IPs (in this case, a game based on The Bourne Conspiracy; while not directly tied to any of the films, they are using parts of the films in their game). As he succinctly notes early in the interview, the terrible reputation of movies-turned-games is entirely deserved; while I've read a number of interviews tackling this question, this interview is in-depth and a meaty read in a way that most of the others aren't.

The audience is always behind Bourne. Bourne is always thinking two or three levels ahead. He's going to deliberately let himself get captured by holding his hands up, and when somebody gets close to him, he executes a quick reversal and kicks people out.

... So how do we do that with the player? For a long time, we wandered down these alleys, like, "Okay, we'll let the player do a mission plant. We'll sneak into the areas ahead of time, plant weapons, case the joint, and figure out where everything is." We just thought we'd end up with a watered-down version of Splinter Cell. It wouldn't be as good or as interesting as that game. So we decided to go up-tempo with the action.

How we tried to preserve the character's thoughtfulness and his improvisation is in the contextual interactions with the environment. What'll happen is when Bourne is fighting, he executes these takedown moves, and depending on what's in the environment, you get different outcomes. The controls are simple, but the outcomes are a surprising and complex.

The interview is a bit longish, but well worth a read through.

Designing Filmic Games: Paul O'Connor And The Bourne Conspiracy [Gamasutra]

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<![CDATA[No HDD In Core? "Mistake"]]> Core and Arcade Xbox 360s are missing something super important: a HDD. That means developers must make sure their games can work without a HDD so a segment of users aren't totally screwed. Rory McGuire, lead designer on PS3 title Bourne Conspiracy, says:


In retrospect I wish Microsoft had made the choice to have [mandatory] hard drives like Sony did with the PS3... They did it with the original Xbox. I'm not sure why they decided to not require a hard drive on the 360. From what I understand they don't move many [Core/Arcade] units... Developers certainly benefit [from a hard drive]," he went on to explain, adding: "if you have a hard drive, the whole game loads faster. Obviously you'll be facing a short install time, but the developer benefits from it and you definitely benefit from it as a player... So I think that was one of the mistakes that Microsoft made with the 360.

Another mistake is of course made by the people buying the Core/Arcade Xbox 360s.
No HDD "Mistake" [CVG] [Pic]]]>
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<![CDATA[Tonight, Bourne Game On G4]]> I've never gotten into the Bourne movies (I know, I really should, and I will watch them one day), but to those who have, Sierra/High Moon Studios' Bourne Conspiracy for 360 and PS3 will lift already lifted its skirt a little bit tonight last night on G4. X-Play aired never-before-seen in-game footage during an interview with lead game designer Rory McGuire for you to get all the Bourne fill that you can.

UPDATE: Blasted RSS! This aired last night (in the US at least).
Lead game designer Rory McGuire to demo never-before-seen level [gamesradar]

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<![CDATA[Let's Not Make a Sucky "Bourne" Game, 'K?]]> Movie The Bourne Ultimatum is out in American theaters and making serious bank. But where's the game? Oh, it's coming. Just gotta wait until next year! Vivendi Games have a cross platform Bourne title named THe Bourne Conspiracy slated for mid-2008. What's taking so long? Emmanuel Valdez, chief creative officer at Vivendi's internal developer, points out:


We knew we didn't have enough time to build a quality 'Ultimatum' game and come out with it at the same time as the movie. So we decided to do things differently, something new.

That mean mixing in elements from the first movie The Bourne Identity and totally new elements that had to be approved by the estate of Robert Ludlum, the Bourne author who passed away in 2001. The movie's screenwriter was also brought in to make sure that the game jived with the Bourne books and films. Work on the game kicked off in 2005, and the devs knew that they could never finish the title in time. Instead, they decided to create a game that "could stand on its own two feet." We'll know next year if it does. And if it doesn't, we'll know that, too.
Bourne Game [Reuters]]]>
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